26.09.2020

+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
This commit is contained in:
Michel Fedde 2020-09-26 23:40:16 +02:00
parent c4a0847567
commit 617a7ef044
39 changed files with 598 additions and 66 deletions

View file

@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
namespace SM.OGL.Mesh
{
public abstract class GenericMesh : GLObject
{
protected override bool AutoCompile { get; } = true;
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
public virtual VBO Vertex { get; }
public virtual VBO UVs { get; }
public virtual VBO Normals { get; }
public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
public virtual Dictionary<int, VBO> AttribDataIndex { get; }
public virtual int[] Indices { get; set; }
protected GenericMesh()
{
AttribDataIndex = new Dictionary<int, VBO>()
{
{0, Vertex},
{1, UVs},
{2, Normals},
};
}
protected override void Compile()
{
_id = GL.GenVertexArray();
GL.BindVertexArray(_id);
if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
foreach (KeyValuePair<int, VBO> kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
GL.BindVertexArray(0);
}
}
}